Creating the Absolute Zero
So in this blog I will go over what I did to create the “Absolute Zero” space station itself. It is pretty simple, but at the time, it took me some thought. Keep in mind that I only had 3ds 2011, with no support for substances, and only Mental Ray for a renderer.
Basic Ship Geometry (front)
Basic Ship Geometry (rear)
UV Mapped Geometry (front)
UV Mapped Geometry (rear)
Now, let me get back to my onion hull, and explain that. I took the innermost hull, and used 3DS Max’s “viewport canvas” tool to draw all sorts of patterns where I wanted the hull to be cut out. I applied a white texture and drew on it with black. However, the viewport canvas isn’t very precise, so the pattern initially looked like shit. So I took that texture map, flattened it, imported it into InkScape, and rebuilt it with precise lines.
Then I took that black and white pattern and used it for the opacity of the hull’s texture. So the black parts become transparent, and the white parts are solid. I also used the same texture map for displacement to give the hull some thickness. So when you look at the cut out areas, they have edges. I did this for the other two hulls as well making a Swiss cheese of metal…eh from an onion The innermost hull also has similar black and white opacity map for the ship’s lights.
Final rendering in Toxik